Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 14 15 [16] 17 18 ... 57

Author Topic: Knights of the Skies: Kolechia Thread - Early Summer 1916, Production Phase  (Read 54660 times)

Taricus

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #225 on: June 11, 2018, 03:50:01 pm »

We've got the resources to do both though. Getting some proper dedicated fighter craft (in role, if not actual equipment) shouldn't be hard, and ensuring that both fronts are well supplied would definitely allow us to push on both fronts, pleasing the army by a good amount.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #226 on: June 11, 2018, 03:55:01 pm »

Quote
Plan: Northern Push

Create Squadron 4: Feather-1914 + Type 11 LMG
Create Squadron 5: Feather-1914
Transfer Type 11 LMG and LVOC Cameras from squadron 2 to squadron 5

Squadron 1: Aerial Reconnaissance around Derboise.
Squadron 2: Official Acrobatics Squadron.
Squadron 3: Aerial Superiority around Derboise
Squadron 4: Balloon Hunting along Dreidansk-Demisonne Road.
Squadron 5: Balloon Hunting around Derboise.
Observer 1: Artillery Spotting for Derboise.
Observer 2: Artillery Spotting for Derboise
« Last Edit: June 11, 2018, 04:24:47 pm by Kashyyk »
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #227 on: June 11, 2018, 04:23:10 pm »

I'd switch squad 4 to air superiority or balloon hunting . It has a gun and no camera.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #228 on: June 11, 2018, 04:24:58 pm »

Done.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #229 on: June 11, 2018, 04:28:50 pm »

We should dedicate squadrons to scouting and air superiority, rather than equipping planes with both cameras and MGs. Our pilots know how to co-ordinate too, so there's not much risk in ensuring there's adequate escorts for our reconnaissance squadrons.

Moreover we do have more PP to use, and we should definitely get the artillery spotter gear for our balloon squadrons.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #230 on: June 11, 2018, 04:46:59 pm »

Moreover we do have more PP to use, and we should definitely get the artillery spotter gear for our balloon squadrons.
We don't, and we'd have to either drop the 5th squadron, or drop the 3rd gun.

The idea of only having the single anti-balloon squadron in the south, and focusing on the north, is growing on me. It fulfills the order, and we're not leaving anything defenseless.
Logged

Taricus

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #231 on: June 11, 2018, 04:55:06 pm »

We have seven points to spend, and we don't need cameras on the craft that are going for air superiority. Getting some artillery spotter equiment and sending one squadron of balloons to the central front would be a big boon there.
Logged
Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #232 on: June 11, 2018, 05:07:43 pm »

We're not buying cameras, we're buying planes #4 & #5 and guns #3.
Logged

Cnidaros

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #233 on: June 12, 2018, 12:23:40 am »

Question to the GM, if we take down one of our squads, what happend to the pilots?

The pilots are reassigned to the infantry units earmarked for the next mass charge. If you disband a squadron, all the experience and equipment is lost.

Squadron 2 is the most experienced actually.

GM : Can we shuffle equipment around?

Yes, you can shuffle equipment from one squadron to another.
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #234 on: June 12, 2018, 12:49:02 am »

I understand some planes not getting cameras, but I want all of them to get guns so they can defend themselves
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #235 on: June 12, 2018, 04:45:32 pm »

Quote from: Votebox
Plan: Northern Push: (1) Nirur
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #236 on: June 12, 2018, 05:38:29 pm »


Quote from: Votebox
Plan: Northern Push: (2) Nirur, Kashyyk
Logged

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #237 on: June 13, 2018, 02:48:12 am »

Quote from: Votebox
Plan: Northern Push: (3) Nirur, Kashyyk, NUKE9.13

Seems fine.
Logged
Long Live United Forenia!

Cnidaros

  • Bay Watcher
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #238 on: June 13, 2018, 04:05:03 pm »

Design Phase, Late Autumn 1915

Squadron 1 of Feather-1914s at Derboise is now at Rookie experience level, and the pilots pass around a petition to have their planes upgraded with ailerons.

Although they have successfully captured Derboise, the army generals are a little annoyed that you weren’t able to adequately protect the artillery batteries from bombing raids. They do appreciate the assistance from the Hykib observers, and wonder why you requisitioned the artillery spotting equipment if it’s not going to be issued to the observers.

At Dreidansk, the general assigned to defend the city is mad that the air force has essentially abandoned the entire front, even given the lacklustre state of enemy air forces here. With the Sky Eyes still afloat, he warns that there is a good chance the city will fall next turn, and if the balloons return to their previous numbers, that is almost guaranteed.

The KPAF is finally known to the Kolechian public as the official organisation in charge of planes, but it will take some time for the acrobatic squadron to gather prestige.

A group of junior navy officers has approached the KPAF to ask for a loan of a Hykib balloon squadron, to test their ideas of dedicated balloon tenders.

High command has increased your budget by 2 PP, as the country devotes more factories to war. Top-quality Kolechian cigars have been replaced by cheap cigarettes, and the remaining boxes of cigars are fetching a high price on the black market.



Spoiler: Projects (click to show/hide)

Spoiler: Designs and Technology (click to show/hide)

Spoiler: Squadrons (click to show/hide)

Spoiler: Equipment (click to show/hide)

Spoiler: Statistics (click to show/hide)
Logged

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Knights of the Skies: Kolechia Thread
« Reply #239 on: June 13, 2018, 04:18:07 pm »

That went reasonably well I'd say.

Do we want to bother with airships? They're a dead end tech, and not particularly effective, but I imagine the prestige is good due to their terrifying appearance.

I personally think we should put two dice towards the Equilibrium. There's a 50% chance of getting the prototype squadron compete which will make a massive difference on any front we our them on. Also gives us 5PP for those ailerons we apparently forgot, as well as a new feather squadron and some spotter gear.

Finally, I suggest the Crimson Eagles as our display team name.
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 57